﻿/**
* MIT License
* 
* Copyright (c) 2018 Joseph Pasek
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
**/

using UnityEngine;

namespace ColourMath.Rendering
{
    [ExecuteInEditMode]
    public class EnvironmentLighting : MonoBehaviour
    {
        [Header("Ambient Lighting")]
        public Color ambientSky;
        public Color ambientHorizon;
        public Color ambientGround;

        [Header("Fog")]
        public Color fogColor;
        public float fogNearDistance;
        public float fogFarDistance;

        private void Update()
        {
            RenderSettings.ambientSkyColor = ambientSky;
            RenderSettings.ambientEquatorColor = ambientHorizon;
            RenderSettings.ambientGroundColor = ambientGround;

            RenderSettings.fogColor = fogColor;
            RenderSettings.fogStartDistance = fogNearDistance;
            RenderSettings.fogEndDistance = fogFarDistance;
        }
    }
}